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Mods with unusual items


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#1
Muazen

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Hey guys,

I´m happy to see there are still Neverwinter Nights 2 players active!

I wanted to get back to the ol´ NWN2 but the fancy builds I make can´t hold my interest. So my master plan is to make a character around a specific item to get some uniqueness and variation.

Therefore my question is, would anyone know of a module that also features an unusual item? Could be anything but I´m thinking unconventional properties such as +12dex -5 armor twohanded weapon, a weapon with a on hit casted spell of something more unusual than 1d6 shocking grasp or something similar that one could base a character build around.

(I´m fascinated with items with unusual properties, in fact, few years ago I made a small adventure mod with odd gimicks like a full plate mail with unarmed bonuses and a pair of greatswords that granted two-weapon defense feats, but I don´t think I was ever quite happy with it so I just left it on my hd and never uploaded it.)

#2
kamal_

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I remember Risen Hero (http://nwvault.ign.c...h.Detail&id=458) having a number of unusual items, it's also very highly rated. The author likes (and I support the idea of) making magic items that have both positive and negative traits.

Wizard's Apprentice 1 and particularly 2 have (wizard focused obviously) things other than the stock +1-6 electric damage.
http://nwvault.ign.c...h.Detail&id=450
http://nwvault.ign.c...h.Detail&id=506

My next mod will have items with unusual properties, though many of these are module specific and won't do anything elsewhere.

You should go back to your mod with unusual items and if nothing else export those as an erf for other people to use :-)

#3
Claudius33

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Don't know if you can say unusual items about them, but in my last mod, Sarmates! you can find an object which gives a bonus of will to the whole party, gems for crafting that give bonuses more or less powerful depending on the party crafting skills and some other like instant kill of specific targets ammunitions. There are also some unusual items in 16 Cygni.

#4
Dann-J

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Tag-based unique item properties can achieve new item types that aren't otherwise possible in the game. So far I've been working on the following:

Baldur's Gate style cursed items (including a beserk OnHit weapon/armour property)
Return-on-hit throwing weapons (they return only on a successful hit)
Elemental Aura Weapons (the user can switch between the type of elemental damage they do)
Metalline Weapons (the user can transmute the base metal type of the weapon)
Halfling Skiprocks (sling ammo that can ricochet and hit a second nearby target)
Splitting Arrows (one arrow slits into two when fired)

#5
Muazen

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Thanks for the tips guys, I'll be sure to check those mods out.

As for my module, there was no fancy custom scripted events or anything like that on the items. Partly because if I make adventure that takes you from level 1 to 3 there's little point scrapping that character right after that, so I wanted the items to work outside it too.

I have to think about the old mod attempt, I could maybe rewrite some parts to make it a short hack & slash mod and dump it on the vault or something. If nothing else, it wasted my time so it can waste other people's time too. :)

As for chopping it up as components for other people to use, I would really have to take a second look to see if there is any value to be had. There are no haks or things like that, but just abusing the default stuff for unusual gimicks.

For example, I made a custom creature with humanoid graphics but construct properties and metallic squeeky construct voiceset, then I gave it full face and body covering plate mail and named it "Animated Armor", a gimick I used was to give it dual wielded hammers with their graphics removed, making it look like it was fighting unarmed using wild swinging attacks instead of the default unarmed animations. Once its killed it drops an item called "Inanimate Animated Armor" that is identical looking full plate mail with bonus unarmed fighting feats and weapon specialization unarmed. I was quite happy with gimicks like that, and would love to see such in a module, but I'm not sure if my module itself is up to par and as a separate content I don't know if it offers anything someone couldn't quickly make themselves.

#6
rjshae

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I'll put in a shameless plug for my Bonus Blueprints because it contains some unique scripted items like Ring of X-ray Vision and Bell of the Unseen Servant that could perhaps make for a slightly different gaming experience. Shrug.

:)

Modifié par rjshae, 20 février 2013 - 07:33 .


#7
Lugaid of the Red Stripes

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One of the interesting features of NWN2 is the override system. You could make a custom weapon with a custom tag-based script, and then place that script into your override. Then the weapon would still be useful in any module that uses tag-based scripting. (There are actually two kinds of tag-based scripts, so you might want to do both just to be safe).

#8
Amphibious Bagel

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If it's items with "unusual properties" that you're looking for, BouncyRock Entertainment released a great Halloween Mod project which was essentially a mass collection of miniature games/gimmicks all created and assembled by Content Creators all across the NWN2 playerbase.

Perhaps my favorite mod is one in which you find a mask...and when you equip it, the room your character is in changes into a spooky, bone littered witch den of the past. Take the mask off again...and the room returns to normal! This was achieved using a script which would spawn placeables and effects on equip, then remove them on unequip. But all the same, the Halloween module is just FILLED with awesome tricks and toys of that nature.

:wizard: Good luck in your search!

#9
Tchos

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That was a fantastic mask!

#10
Jfoxtail

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Interesting thread..

In so much as I understand the question it does require clarification as to 'how unique'.

I ran a Cleric through "Greyspeak Mountains" by Serwyn before going on to Maimed God Saga. In both mods there are quiet a lot of interesting items, Serwyn has a sword that did additional bludgeoning damage for example. Perfect for a Jusiticar in Maimed God.

Kamal puts lots of interesting items in his Path of Evil campaign. The "leathers of a certain demonic ranger jump out at you in Chapter 1". Since I was building an "spell sword" for the whole mod... I jumped at it right away. I was completely impressed. The amour lasted be all the way till the eastern continent when I was able to buy Eldritch Knight Chain which was only marginally better.

I can hardly think of any mods that don't have at least minor - ish unique weapons; however by your definition they may not qualify???

Perhaps if you categorize it... weapons, rings and amulets, armour, boots cloaks and gloves, etc you might get a more full but spoilerish answer

#11
Tchos

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By the way, I do want to add my recommendation for rjshae's Bonus Blueprints. There are many uniquely scripted items in there, some of which I'm using as quest rewards.

#12
Muazen

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Jfoxtail:
When I said uniq... unusual, I meant something (most likely a weapon since those generally have most effect on them), that would actually require/enable a character to built a specific way. A weapon for example that spits out incendiary cloud on attack would kill it's user but be rather devastating on a fire immune character. Anything that deviates from the norm, preferably something that stays useful over the levels or can be upgraded.

To use my unpublished mod as an example, I threw in two greatswords with +1 enchantment, 1d6 extra damage and (improved) two-weapon defense bonus feat. The feats are useless on twohanded weapon and dual wielding monkey gripped greatswords is generally not the way to go, but one could actually build some sort of low-dex ranger with an incentive to use those particular weapons.

#13
Arkalezth

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I don't recall finding anything so extreme in any module. Unusual or not, items tend to... well, make sense. Frankly, in your module, I'd just stick to one greatsword and save myself the huge AB penalty. The on-hit spell example could work, but I don't remember anything like that (not with a powerful spell at least) besides a sword in Baldur's Gate 2.

Now, different build types can work better or worse in different modules, regardless of how unusual the items are, so that's another way to look at it. Not every module is well suited for, shall we say, archers or monks.

#14
Muazen

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Well, you get +2 defense, -4 more to hit and compared to spending a feat to exotic weapons (instead of monkey grip) and wielding shortsword and bastard sword you get extra +3.5 off hand damage, and +1.5 main hand damage that actually sort of holds its own against power attack or combat expertice and you can ignore dexterity. It's not super optimal, but that's besides the point, I specifically want something unusual or silly instead of the same old dual wield and divine might we've seen million times over.

#15
Arkalezth

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I was just saying. By all means, play whatever you want, but from a effectiveness point of view, I don't see much benefit in that (penalty is -6 actually, and you can potentially do more damage with a single weapon, but whatever).

My point is that it may be easier to think about "build for a specific module", rather than "build for a specific weird item". I've actually posted a few module-specific builds on the builder site, if that may interest you.

Kamal mentioned The Wizard's Apprentice. I didn't try it myself (I may if I replay it), but a player said that he had taken Monkey Grip in order to dual wield a staff with extra spell slots and a sword with bonus sneak attack damage. This will only work well with Kaedrin's pack (specially if you take a reserve feat like Acidic Splatter or Invisible Needle), though, as it allows sneak attacks to work with ranged touch attacks.

#16
Muazen

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Sure, absolutely, but I WANT to build for specific item. :)
I've had couple of NWN2 games already, gotta think up some new angle.

As for my -4, I was referring to it being -4 more than your standard dual wield which always does extra -2, certainly there are cases where dual wielding beats single attacks (*cough* *cough* *MotB* *cough*). Benefit for dual wielding those swords is the coolness / goofiness factor (I know, I can't give you statistics on how much DPS you get out of that and if it can beat the Kaze no Kama or Obsidian Sorcerer), and the fact that you can drop your Dex to minimum, use chain shirt and dex item for AC, and still gain two weapon defense while your stat points go to strength and charisma, giving your ranger/blackguard 14 attacks and an epic divine might. (I know, you can also just skip the defense, or play some dex race and reach 17 dex as well, swinging couple of shortswords around... but now you can do this as well.)

#17
Muazen

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This is turning into a monologue, but I was just thinking that I think NWN1 in general had more items that didnt "make sense", I seem to even remember lot of especially spell on attack items even in the official campaigns.

Maybe its a performance issue.

#18
Jfoxtail

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Nothing wrong with a monologue. Demonstrates passion for the campaign you want or are creating and therefore is entirely justified :) Now then your observations are not over the top and indeed in a general sense there were some weird and wonderful things in NWN1 with on hit spell cast ; some that were great and others that were not. Some that made sense others that did not.

The key here is how does the weapon "fit" into the mod. What is the "lore" behind the weapon. What is its purpose? Why does it exist relative to the plot of the mod or campaign you are creating?

The shining example of making it fit despite how powerful it is is the Holy Avenger in Baldurs Gate 2 compared to Shadows of Undrentide in NWN1.

In BG2 SOA the Holy Avenger was guarded by a Dragon and linked to quests specific for a Paladin and related to a Holy Order of Paladins... the most radiant order. The writers took arguably the most powerful weapon in the game and scripted its "lore and place" in the game very well - very strongly. You wanted that weapon no matter your class because it fit the lore.

In NWN1 SOA it seems to me it was a sudden and unexpected side quest that popped up in the middle of a dungeon crawl ; and you could only get it if you played a Paladin. You had little opportunity to understand why it was there in the first place and why my PC got it now (if I was a Paladin). It was an after thought.

Design or create any weapon you want - UBER it to the Nth degree... but make it fit ! Add Lore, hints, clues to the plot that point out the weapon as being "a powerful force in itself" that is waiting for just the right adventurer to overcome all obstacles to achieve it. Then how the weapon's emergence was divine/arcane/fated to be in the PCs hand to complete the central plot.

No one will ever complain about an Uber item that has lore relative to the plot.

#19
Kaldor Silverwand

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I have a number of items uploaded to the Vault. Many of them have unique characteristics implemented using tag-based script. They should be compatible with any module that allows tag-based scripting (which would be the majority of them).

Silverwand Weaponry
Transforming Items (Dagger of Chaos and Rod of Lordly Might)

Regards